CSC461 Lecture 2
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Transcript CSC461 Lecture 2
CSC461 Lecture 2: Image Formation
Objectives
Fundamental imaging notions
Physical basis for image formation
Light
Color
Perception
Synthetic
camera model
Other models
CSC 461: Lecture 2
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Image Formation
In
computer graphics, we form images
which are generally two dimensional using
a process analogous to how images are
formed by physical imaging systems
Cameras
Microscopes
Telescopes
Human
CSC 461: Lecture 2
visual system
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Elements of Image Formation
Objects
Viewer
Light
source(s)
Attributes
that govern how light interacts
with the materials in the scene
Note the independence of the objects,
viewer, and light source(s)
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Light
Light is the part of the electromagnetic
spectrum that causes a reaction in our
visual systems
Generally these are wavelengths in the
range of about 350-750 nm (nanometers)
Long wavelengths appear as reds and short
wavelengths as blues
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Ray Tracing and Geometric Optics
One
way to form an image
is to follow rays of light
from a point source
determine which rays enter
the lens of the camera.
However, each ray of light
may have multiple
interactions with objects
before being absorbed or
going to infinity.
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Luminance and Color Images
Luminance
Monochromatic
Values
are gray levels
Analogous to working with black and white film
or television
Color
Has
perceptional attributes of hue, saturation,
and lightness
Do we have to match every frequency in visible
spectrum? No!
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Three-Color Theory
Human
visual system
has two types of sensors
Rods:
monochromatic,
night vision
Cones
Color sensitive
Three types of cone
Only three values
(the tristimulus values) are
sent to the brain
Need
only match these
three values
only three primary
colors
Need
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Additive and Subtractive Color
Additive
color
Form
a color by adding amounts of three
primaries
CRTs,
projection systems, positive film
Primaries
are Red (R), Green (G), Blue (B)
Subtractive
color
Form
a color by filtering white light with cyan
(C), Magenta (M), and Yellow (Y) filters
Light-material
interactions
Printing
Negative
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film
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Shadow Mask CRT
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Pinhole Camera
xp= -x/z/d yp= -y/z/d
zp= -d
These are equations of simple
perspective
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A pinhole camera is a box
with a small hole in the
center of one side of the box
The film is placed inside the
box on one side opposite the
pinhole
The pinhole permits only a
single ray of light
Assume camera orients along
z-axis and the pinhole is at
the origin
Projection – (xp, yp, -d) is
the projection of (x, y, z)
Use trigonometry to find
projection of a point
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Pinhole Camera
Field or angle of view – the angle made by
the largest object that the camera can
image on its film plane
Depth of field – the distance that can be
seen: from the object to the pinhole
Ideal pinhole camera – infinite depth of
field
Two disadvantages
Pinhole is too small
Camera can not be adjusted to have a different
angle of view
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Synthetic Camera Model
projector
•Principles:
p
image plane
projection of p
center of projection
Constructs:
•Object
•Viewer
•Light
•Film plane
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Object specification
independent of viewer
specification
Image can be computed
using simple
trigonometric calculation
The angle of view can
be changed by moving
the film plane – clipping
window
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Advantages
Separation
of objects, viewer, light
sources
Two-dimensional graphics is a special case
of three-dimensional graphics
Leads to simple software API
Specify
objects, lights, camera, attributes
Let implementation determine image
Leads
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to fast hardware implementation
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Global vs Local Lighting
Cannot
compute color
or shade of each
object independently
Some
objects are
blocked from light
Light can reflect from
object to object
Some objects might
be translucent
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Why not ray tracing?
Ray
tracing seems more physically based
so why don’t we use it to design a graphics
system?
Possible and is actually simple for simple
objects such as polygons and quadrics with
simple point sources
In principle, can produce global lighting
effects such as shadows and multiple
reflections but is slow and not well-suited
for interactive applications
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